Currently using FStringAssetReference and AllowedClasses will populate the asset picker with only valid instances that are currently placed in the level. This request would show all available asset ...
Static mesh with simulate physics does not update for clients joining after a session has started ...
You cannot use the key value combo "Alt + F4" as the input for an Action Mapping, whereas you can use "Alt + other F keys" as inputs. (Alt + F4 is a command to close programs in Windows) Expected: ...
If the user adds a tag to the third person character blueprint with in the blueprint itself and then adds other tags afterwards using the details panel that is given when selecting an actor in the s ...
Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...
It seems there's a fair amount of allocations in Recast code that allocate n elements, but release the memory with as a single element (delete ptr). ...
If a user attempts to run Setup.bat to download the various dependency files while a SonicWALL firewall is in place, the download will fail to complete. Disabling the firewall allows the download to ...
This issue was originally reported specifically for Destructibles, but it appears to affect Skeletal Meshes, and static meshes when selected. When "Render in Main Pass" has been disabled skeletal an ...
When you add a Destructible Mesh to a Destructible Mesh Component inside of a blueprint, the viewport is not updated with the new mesh. If you add the blueprint to the level and then open the bluepr ...
Crash rendering image sequence if the Sub-Level containing the matinee is not loaded. This seems to go away if the level is either set to "Always Loaded". Seems to be a result of people not switch ...